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improves groundcover view distance (#3219)
This PR aims to solve all issues with `Groundcover` view distance handling in a satisfying way while preserving other optimisations that benefit other features. The main idea here is not to rely on `ViewData` updates for distance culling calculations because we can not accurately determine distance against lazily updated views. Instead, we perform an accurate measurement in a cull callback we can run every frame in `Groundcover` itself. While we do have to add some code to handle this feature, it is quite loosely coupled code that could be useful elsewhere in the future. These changes should address a performance regression @akortunov experienced.
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11 changed files with 98 additions and 65 deletions
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@ -40,9 +40,9 @@ namespace
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return 1 << depth;
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}
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int Log2( unsigned int n )
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unsigned int Log2( unsigned int n )
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{
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int targetlevel = 0;
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unsigned int targetlevel = 0;
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while (n >>= 1) ++targetlevel;
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return targetlevel;
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}
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@ -78,16 +78,18 @@ public:
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if (intersects)
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return Deeper;
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}
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dist = std::max(0.f, dist + mDistanceModifier);
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if (dist > mViewDistance && !activeGrid) // for Scene<->ObjectPaging sync the activegrid must remain loaded
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return StopTraversal;
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int nativeLodLevel = Log2(static_cast<unsigned int>(node->getSize()/mMinSize));
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int lodLevel = Log2(static_cast<unsigned int>(dist/(Constants::CellSizeInUnits*mMinSize*mFactor)));
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return nativeLodLevel <= lodLevel ? StopTraversalAndUse : Deeper;
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return getNativeLodLevel(node, mMinSize) <= convertDistanceToLodLevel(dist, mMinSize, mFactor) ? StopTraversalAndUse : Deeper;
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}
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static unsigned int getNativeLodLevel(const QuadTreeNode* node, float minSize)
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{
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return Log2(static_cast<unsigned int>(node->getSize()/minSize));
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}
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static unsigned int convertDistanceToLodLevel(float dist, float minSize, float factor)
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{
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return Log2(static_cast<unsigned int>(dist/(Constants::CellSizeInUnits*minSize*factor)));
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}
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private:
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@ -278,7 +280,6 @@ QuadTreeWorld::QuadTreeWorld(osg::Group *parent, osg::Group *compileRoot, Resour
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, mViewDistance(std::numeric_limits<float>::max())
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, mMinSize(1/8.f)
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, mDebugTerrainChunks(debugChunks)
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, mRevalidateDistance(0.f)
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{
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mChunkManager->setCompositeMapSize(compMapResolution);
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mChunkManager->setCompositeMapLevel(compMapLevel);
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@ -296,13 +297,14 @@ QuadTreeWorld::~QuadTreeWorld()
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{
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}
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/// get the level of vertex detail to render this node at, expressed relative to the native resolution of the data set.
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/// get the level of vertex detail to render this node at, expressed relative to the native resolution of the vertex data set,
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/// NOT relative to mMinSize as is the case with node LODs.
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unsigned int getVertexLod(QuadTreeNode* node, int vertexLodMod)
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{
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int lod = Log2(int(node->getSize()));
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unsigned int vertexLod = DefaultLodCallback::getNativeLodLevel(node, 1);
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if (vertexLodMod > 0)
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{
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lod = std::max(0, lod-vertexLodMod);
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vertexLod = static_cast<unsigned int>(std::max(0, static_cast<int>(vertexLod)-vertexLodMod));
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}
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else if (vertexLodMod < 0)
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{
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@ -313,13 +315,13 @@ unsigned int getVertexLod(QuadTreeNode* node, int vertexLodMod)
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size *= 2;
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vertexLodMod = std::min(0, vertexLodMod+1);
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}
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lod += std::abs(vertexLodMod);
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vertexLod += std::abs(vertexLodMod);
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}
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return lod;
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return vertexLod;
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}
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/// get the flags to use for stitching in the index buffer so that chunks of different LOD connect seamlessly
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unsigned int getLodFlags(QuadTreeNode* node, int ourLod, int vertexLodMod, const ViewData* vd)
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unsigned int getLodFlags(QuadTreeNode* node, unsigned int ourVertexLod, int vertexLodMod, const ViewData* vd)
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{
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unsigned int lodFlags = 0;
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for (unsigned int i=0; i<4; ++i)
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@ -332,40 +334,38 @@ unsigned int getLodFlags(QuadTreeNode* node, int ourLod, int vertexLodMod, const
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// our detail and the neighbour would handle stitching by itself.
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while (neighbour && !vd->contains(neighbour))
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neighbour = neighbour->getParent();
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int lod = 0;
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unsigned int lod = 0;
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if (neighbour)
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lod = getVertexLod(neighbour, vertexLodMod);
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if (lod <= ourLod) // We only need to worry about neighbours less detailed than we are -
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if (lod <= ourVertexLod) // We only need to worry about neighbours less detailed than we are -
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lod = 0; // neighbours with more detail will do the stitching themselves
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// Use 4 bits for each LOD delta
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if (lod > 0)
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{
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lodFlags |= static_cast<unsigned int>(lod - ourLod) << (4*i);
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lodFlags |= (lod - ourVertexLod) << (4*i);
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}
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}
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// Use the remaining bits for our vertex LOD
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lodFlags |= (ourVertexLod << (4*4));
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return lodFlags;
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}
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void QuadTreeWorld::loadRenderingNode(ViewDataEntry& entry, ViewData* vd, float cellWorldSize, const osg::Vec4i &gridbounds, bool compile, float reuseDistance)
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void QuadTreeWorld::loadRenderingNode(ViewDataEntry& entry, ViewData* vd, float cellWorldSize, const osg::Vec4i &gridbounds, bool compile)
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{
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if (!vd->hasChanged() && entry.mRenderingNode)
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return;
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int ourLod = getVertexLod(entry.mNode, mVertexLodMod);
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if (vd->hasChanged())
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{
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unsigned int ourVertexLod = getVertexLod(entry.mNode, mVertexLodMod);
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// have to recompute the lodFlags in case a neighbour has changed LOD.
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unsigned int lodFlags = getLodFlags(entry.mNode, ourLod, mVertexLodMod, vd);
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unsigned int lodFlags = getLodFlags(entry.mNode, ourVertexLod, mVertexLodMod, vd);
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if (lodFlags != entry.mLodFlags)
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{
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entry.mRenderingNode = nullptr;
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entry.mLodFlags = lodFlags;
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}
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// have to revalidate chunks within a custom view distance.
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if (mRevalidateDistance && entry.mNode->distance(vd->getViewPoint()) <= mRevalidateDistance + reuseDistance)
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entry.mRenderingNode = nullptr;
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}
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if (!entry.mRenderingNode)
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@ -378,9 +378,7 @@ void QuadTreeWorld::loadRenderingNode(ViewDataEntry& entry, ViewData* vd, float
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for (QuadTreeWorld::ChunkManager* m : mChunkManagers)
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{
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if (mRevalidateDistance && m->getViewDistance() && entry.mNode->distance(vd->getViewPoint()) > m->getViewDistance() + reuseDistance)
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continue;
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osg::ref_ptr<osg::Node> n = m->getChunk(entry.mNode->getSize(), entry.mNode->getCenter(), ourLod, entry.mLodFlags, activeGrid, vd->getViewPoint(), compile);
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osg::ref_ptr<osg::Node> n = m->getChunk(entry.mNode->getSize(), entry.mNode->getCenter(), DefaultLodCallback::getNativeLodLevel(entry.mNode, mMinSize), entry.mLodFlags, activeGrid, vd->getViewPoint(), compile);
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if (n) pat->addChild(n);
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}
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entry.mRenderingNode = pat;
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@ -462,7 +460,7 @@ void QuadTreeWorld::accept(osg::NodeVisitor &nv)
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for (unsigned int i=0; i<vd->getNumEntries(); ++i)
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{
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ViewDataEntry& entry = vd->getEntry(i);
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loadRenderingNode(entry, vd, cellWorldSize, mActiveGrid, false, mViewDataMap->getReuseDistance());
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loadRenderingNode(entry, vd, cellWorldSize, mActiveGrid, false);
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entry.mRenderingNode->accept(nv);
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}
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@ -541,12 +539,11 @@ void QuadTreeWorld::preload(View *view, const osg::Vec3f &viewPoint, const osg::
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reporter.addTotal(progressTotal);
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}
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const float reuseDistance = std::max(mViewDataMap->getReuseDistance(), std::abs(distanceModifier));
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for (unsigned int i=startEntry; i<vd->getNumEntries() && !abort; ++i)
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{
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ViewDataEntry& entry = vd->getEntry(i);
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loadRenderingNode(entry, vd, cellWorldSize, grid, true, reuseDistance);
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loadRenderingNode(entry, vd, cellWorldSize, grid, true);
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if (pass==0) reporter.addProgress(entry.mNode->getSize());
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entry.mNode = nullptr; // Clear node lest we break the neighbours search for the next pass
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}
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@ -584,7 +581,7 @@ void QuadTreeWorld::addChunkManager(QuadTreeWorld::ChunkManager* m)
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mChunkManagers.push_back(m);
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mTerrainRoot->setNodeMask(mTerrainRoot->getNodeMask()|m->getNodeMask());
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if (m->getViewDistance())
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mRevalidateDistance = std::max(m->getViewDistance(), mRevalidateDistance);
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m->setMaxLodLevel(DefaultLodCallback::convertDistanceToLodLevel(m->getViewDistance() + mViewDataMap->getReuseDistance(), mMinSize, mLodFactor));
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}
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void QuadTreeWorld::rebuildViews()
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